Grimoires provide ability discounts, but only when you cast the spell from the Grimoire with the Grimoire in your active hand. You can assign an ability you have in a Grimoire and at least one point into, and it'll cast that spell if the Grimoire is not in your hand, but you won't get the discount. Will using this mod auto switch to the Grimoire?
How is that related to the mod? The mod allows to cast Grimoire abilities if you have Grimoire equipped. The keys won't work if you don't have it. Just test the mod.
The mod is for KB&M users to have direct and separate access to Grimoire with no modifiers and no hardcoded dependencies. Close to what we did for Hogwarts Legacy before (less complex, but the purpose is the same).
He's misunderstanding how spells work. To learn a spell you must have a Grimoire with that spell in your possession. Only learned spells are bind-able to the 1 to 6 keys, NOT Grimoire spells, but you can use the spells in any Grimoire.
Only your learned spells get more powerful by spending ability points. Grimoire spells get more powerful by upgrading the Grimoire instead.
Which is best depends on where you place abilities & upgrades. In any case to broaden your spell choice, you should use a Grimoire full of unlearned spells.
Once you learn the spell, you do not even need the Grimoire to cast it. Unlearned spells do require a Grimoire in hand to cast.
There is a significant advantage to casting a learned spell from a Grimoire. It gets cast as if you had an additional rank of that spell. So if you spend a point for a spell to get RANK 1, when cast while Grimoire is equipped, it casts as RANK 2, which means you get whatever extra properties RANK 2 gives you. This is mentioned under the description of a given spell in the Abilities > Wizard screen.
Seen a potential bug when I first tried this. Game loaded my menu was darkened & a Loading Icon I'd never seen before.
On reading again I noticed the Notification of what was loading did not appear because I was using the "No Shader Warmup No Warnings" mod.
On removing that mod, this mod worked as intended & I never saw that new frozen loading circle this time. Seems like the mod loader needs that shader compilation time to load before the game, or it does not load properly.
The problem you saw is not related to this mod, it's related to the mod loader not being activated properly.
You did Engine.ini edits, but you either didn't put the packages in place or they were not read for some reason, which means that GameInstanceClass reference was invalid, so the game loaded what it could, which is a default debug configuration.
No shader warmup and no warnings mod does work with this one. Shader compilation is NOT required for the mod or the loader to work.
Fair enough, I installed the mod correctly, the issue repeated, two, or three startup attempts. It was the wording of "during the shader comp", combined with a failed load, that led me to uninstall the shader mod.
I changed nothing on my install except remove the shader mod to get this mod working. Not proper testing for a bug, hence my use of "potential" On reading your reply & reinstalling the shader mod I got a different result.
The Popup appeared while the "Press Any Key" screen was showing, if I had pressed a key ASAP, it would show up on the main menu, so it was just a coincidence that was where I saw the loader crash.
I've had no other failures to load the mod Loader since that initial attempt. It was likely just an error in my RAM & just like many one off RAM bugs" just went away when overwritten (or full PC shutdown to clear the RAM).
This mod is designed to allow a single key stroke to activate unlearned spells in a Grimoire. It does not unbind vanilla keys, or separate the Offhand weapon action from the use Grimoire action.
That key is the trigger for off hand weapons & shields, whilst also being the hard coded modifier for the hard coded Grimoire (1 to 4) keys. It's already rebindable (Default = Right Mouse) & due to the dual usage, you can use Alt+(1 To 4) without this mod.
To rebind both separately, would require unbinding Grimoire Use from all other off hand weapons. Much more complicated than adding a simple set of 4 extra keys without ever touching the hard coded keys.
16 comments
Loader is NOT optional.
UPDATE: I ended up reassigning the side buttons to function buttons and then used the function buttons in the ini. Works no problem.
I pasted the txt, changed the texts for shortcut keys (no key combination as specified on other comments)
Andd... nothing.
Game pass version btw
The mod is for KB&M users to have direct and separate access to Grimoire with no modifiers and no hardcoded dependencies. Close to what we did for Hogwarts Legacy before (less complex, but the purpose is the same).
To learn a spell you must have a Grimoire with that spell in your possession.
Only learned spells are bind-able to the 1 to 6 keys, NOT Grimoire spells, but you can use the spells in any Grimoire.
Only your learned spells get more powerful by spending ability points.
Grimoire spells get more powerful by upgrading the Grimoire instead.
Which is best depends on where you place abilities & upgrades.
In any case to broaden your spell choice, you should use a Grimoire full of unlearned spells.
Once you learn the spell, you do not even need the Grimoire to cast it.
Unlearned spells do require a Grimoire in hand to cast.
Game loaded my menu was darkened & a Loading Icon I'd never seen before.
On reading again I noticed the Notification of what was loading did not appear because I was using the "No Shader Warmup No Warnings" mod.
On removing that mod, this mod worked as intended & I never saw that new frozen loading circle this time.
Seems like the mod loader needs that shader compilation time to load before the game, or it does not load properly.
Everything works fine without that mod installed.
You did Engine.ini edits, but you either didn't put the packages in place or they were not read for some reason, which means that GameInstanceClass reference was invalid, so the game loaded what it could, which is a default debug configuration.
No shader warmup and no warnings mod does work with this one. Shader compilation is NOT required for the mod or the loader to work.
It was the wording of "during the shader comp", combined with a failed load, that led me to uninstall the shader mod.
I changed nothing on my install except remove the shader mod to get this mod working.
Not proper testing for a bug, hence my use of "potential"
On reading your reply & reinstalling the shader mod I got a different result.
The Popup appeared while the "Press Any Key" screen was showing, if I had pressed a key ASAP, it would show up on the main menu, so it was just a coincidence that was where I saw the loader crash.
I've had no other failures to load the mod Loader since that initial attempt.
It was likely just an error in my RAM & just like many one off RAM bugs" just went away when overwritten (or full PC shutdown to clear the RAM).
https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/InputCore/EKeys
But I didn't find any docs on how we can add modifiers to the keys (e.g., Alt+F1, Alt+1, etc).
Does EKeys support adding modifiers?
It does not unbind vanilla keys, or separate the Offhand weapon action from the use Grimoire action.
That key is the trigger for off hand weapons & shields, whilst also being the hard coded modifier for the hard coded Grimoire (1 to 4) keys. It's already rebindable (Default = Right Mouse) & due to the dual usage, you can use Alt+(1 To 4) without this mod.
To rebind both separately, would require unbinding Grimoire Use from all other off hand weapons.
Much more complicated than adding a simple set of 4 extra keys without ever touching the hard coded keys.